New Patch: Speed Signs
Moderator: OpenTTD Developers
New Patch: Speed Signs
This adds a feature Im calling Speed Signs; it places a desired speed marker on a track, and the trains choose the routes based on what speed they can do.
For example;
Slow: trains <= 55mph prefer this route, medium trains slightly dislike it, fast trains strongly dislike it.
Medium: slow trains slightly dislike it, medium trains prefer this route, fast trains slightly dislike it
Fast: slow trains strongly dislike this route, medium trains slighty dislike, fast trains prefer the route.
Given three otherwise equal routes, the fast trains go down the fast lane, the slow trains down the slow lane, the medium down medium lane. If a track has no speed signal, there is no bias. When a train "prefers" a route, it is slightly positively biassed to it compared to a no-signal route.
If you have two slow trains following each other, and one heads down the slow route, if the second sees a red (at the point of decision) for the slow route, it will take an alternative. This way, although the train's preferred speed route is blocked, it can take other speed routes instead. This prevents deadlocks.
The GUI
I have added an extra button to the rail toolbar at the end, reusing the "purchase land" graphic button. This works similarly to placing signals.
One click on a rail tile, places a SLOW sign. A second click changes it to a MEDIUM sign, a third to a FAST sign.
Click on Remove to remove the signs.
Graphics: many many thanks to MeusH for the artwork, and egladil for the .grf.
Known issue: on tiles with 2 diagonal tracks, the speed sign appears on both tracks, and applies to both tracks. I may be able to resolve this, but I would have to use more map4 bits. Currently I only need 2, to solve this would need a speed sign per possible track side. Given that normal OTTD already has quirks with signals on these tiles (you can only have 1 type of signal per TILE), I am leaving this for the moment.
Please try it out on some big multitrack mainlines. I would be interested to get feedback.
For example;
Slow: trains <= 55mph prefer this route, medium trains slightly dislike it, fast trains strongly dislike it.
Medium: slow trains slightly dislike it, medium trains prefer this route, fast trains slightly dislike it
Fast: slow trains strongly dislike this route, medium trains slighty dislike, fast trains prefer the route.
Given three otherwise equal routes, the fast trains go down the fast lane, the slow trains down the slow lane, the medium down medium lane. If a track has no speed signal, there is no bias. When a train "prefers" a route, it is slightly positively biassed to it compared to a no-signal route.
If you have two slow trains following each other, and one heads down the slow route, if the second sees a red (at the point of decision) for the slow route, it will take an alternative. This way, although the train's preferred speed route is blocked, it can take other speed routes instead. This prevents deadlocks.
The GUI
I have added an extra button to the rail toolbar at the end, reusing the "purchase land" graphic button. This works similarly to placing signals.
One click on a rail tile, places a SLOW sign. A second click changes it to a MEDIUM sign, a third to a FAST sign.
Click on Remove to remove the signs.
Graphics: many many thanks to MeusH for the artwork, and egladil for the .grf.
Known issue: on tiles with 2 diagonal tracks, the speed sign appears on both tracks, and applies to both tracks. I may be able to resolve this, but I would have to use more map4 bits. Currently I only need 2, to solve this would need a speed sign per possible track side. Given that normal OTTD already has quirks with signals on these tiles (you can only have 1 type of signal per TILE), I am leaving this for the moment.
Please try it out on some big multitrack mainlines. I would be interested to get feedback.
- Attachments
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- A screenie
- Dredburg Transport, 11th Jun 1959 #1.png (39.06 KiB) Viewed 33307 times
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- spdlim2.grf
- The .grf file for this patch. Put this in the Data directory. (It is NOT a newgrf, so dont add an entry for it.)
- (1 KiB) Downloaded 1180 times
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- SpeedSigns_v0.5.patch
- Updated patch post elrails. (Didnt affect it.) NB: this feature doesnt work in NPF currently.
- (21.55 KiB) Downloaded 1277 times
Last edited by richk67 on 29 Mar 2006 20:17, edited 4 times in total.
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very good job
now make a signal that is red when there is no train and green when there is a train
and a entrance/combo presignal that is red when at least one exit presignal is red
these would allow me to make AND and NOT logic gates, today we can make only OR logic gates (if linked with other presignals)
now make a signal that is red when there is no train and green when there is a train
and a entrance/combo presignal that is red when at least one exit presignal is red

these would allow me to make AND and NOT logic gates, today we can make only OR logic gates (if linked with other presignals)
Hardly part of my patch!! And I cant see any logical reason for their existence.... other than to create silly logic circuits out of trackWolf01 wrote:very good job
now make a signal that is red when there is no train and green when there is a train
and a entrance/combo presignal that is red when at least one exit presignal is red![]()
these would allow me to make AND and NOT logic gates, today we can make only OR logic gates (if linked with other presignals)

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I think Wolf wants his trains to be part of an FSM that can count trains into and out of a station+depot area, ensuring that the station and depot together never have more trains than platforms in the station.
Personally, I think a feature request for that would be more productive than a feature request for logic gates... but making silly logic circuits out of track is pretty cool in and of itself, and I think many of us can admit to having given it a go. (:
Personally, I think a feature request for that would be more productive than a feature request for logic gates... but making silly logic circuits out of track is pretty cool in and of itself, and I think many of us can admit to having given it a go. (:
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Look good. I really like the full face triangle, but the other angles arent as strong.MeusH wrote:Hey richk67, take a look at the attachement, please, and give me the suggestions
Would it be possible to rework the other angles to look like a 3-sided pyramid (tetrahedron). The sign doesnt really have a facing like signals, and so a more solid look would be clearer.
Thanks for your work on this.
I think the third colour should be Orange. Red has too strong a connotation of "danger".
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Sure, it is not only possible, but also requiredrichk67 wrote:Would it be possible to rework the other angles to look like a 3-sided pyramid (tetrahedron). The sign doesnt really have a facing like signals

So the new tetrahedron-shaped sign would look fatter in first four, or six views?
About the colors, What are your picks? Green, blue, yellow? Green, yellow, grey?richk67 wrote:I think the third colour should be Orange. Red has too strong a connotation of "danger".
And that's no problem, I like doing it
First 6 views would all be fatter, and the 8th view would see the edge of the tetrahedron rather than the pole. Im thinking of this as a regular tetrahedron stuck on top of the pole, so the pole will never overlap the sign.MeusH wrote:So the new tetrahedron-shaped sign would look fatter in first four, or six views?
We may only need 4 facings - front on, back on, and the side facing each way.
Green, Yellow, Blue. But maybe also Green, Yellow, Orange.About the colors, What are your picks? Green, blue, yellow? Green, yellow, grey?
Thanks. Appreciated.And that's no problem, I like doing it
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Just like the big sign on the left of the attachment?richk67 wrote:First 6 views would all be fatter, and the 8th view would see the edge of the tetrahedron rather than the pole. Im thinking of this as a regular tetrahedron stuck on top of the pole, so the pole will never overlap the sign.MeusH wrote:So the new tetrahedron-shaped sign would look fatter in first four, or six views?
4 facings, as in the attachment?richk67 wrote:We may only need 4 facings - front on, back on, and the side facing each way.
(Front - one side visible. Rear, two angled - two sides visible)
- Attachments
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- signs.jpg (22.22 KiB) Viewed 33678 times
Absolutely spot on... I really look forawrd to theseMeusH wrote:Just like the big sign on the left of the attachment?4 facings, as in the attachment?richk67 wrote:We may only need 4 facings - front on, back on, and the side facing each way.
(Front - one side visible. Rear, two angled - two sides visible)

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Not as much as I wanted, but here's a quick preview.
The shapes still need correction, I appreciate help from advanced graphics creator on how to draw such a small shape properly.
The yellow and orange mix too much, but I can make yellow more beige. I'm wondering how would it look for colorblind people, I know some play OpenTTD.
The shapes still need correction, I appreciate help from advanced graphics creator on how to draw such a small shape properly.
The yellow and orange mix too much, but I can make yellow more beige. I'm wondering how would it look for colorblind people, I know some play OpenTTD.
- Attachments
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- speedsignals2.png (1.96 KiB) Viewed 33582 times
The yellow and orange ones are practically undistinguishable.
Can't you do something with the shapes as well? So maybe use signs with one, two or three bars (for low, medium and high speed limits, respectively). An alternative way might be a triangle with point down for low, a square sign for medium, and a triangle with point upwards for high speed limit.
Those would also fix the colour-blindness issue.
Personally, my favourite is the one with the bars, as the can easily be made visible from behind as well.
Can't you do something with the shapes as well? So maybe use signs with one, two or three bars (for low, medium and high speed limits, respectively). An alternative way might be a triangle with point down for low, a square sign for medium, and a triangle with point upwards for high speed limit.
Those would also fix the colour-blindness issue.
Personally, my favourite is the one with the bars, as the can easily be made visible from behind as well.
Hmm... yeah, the orange doesnt work if we keep the yellow. However, I think the orange will work better than yellow to stand out.MeusH wrote:Not as much as I wanted, but here's a quick preview.
The shapes still need correction, I appreciate help from advanced graphics creator on how to draw such a small shape properly.
The yellow and orange mix too much, but I can make yellow more beige. I'm wondering how would it look for colorblind people, I know some play OpenTTD.
Could you make the yellow, blue? A sort of mid blue.
The order I would think would be FAST-green, MEDIUM-orange, SLOW-blue.
I also quite like the upside down triangle, but the fatter pyramids I think will work well.
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Very clear. NiceMeusH wrote:And now?

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IMHO, the best is:The order I would think would be FAST-green, MEDIUM-orange, SLOW-blue.
fast - blue
medium - green
slow - orange
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